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[img width=640 height=400]http://image.dosgamesarchive.com/screenshots/rogue2.gif[/img] What is Rogue? Recently, there has been a flood of games touting to be "Roguelikes" in both the Indie and AAA design spaces over the past few years. Even more perplexing, the titles claiming to be Roguelikes seemingly spanned all genres. With the new update of one of my favorite Roguelikes (more later), it seemed only fitting to really examine what a makes a game a Roguelike, and more importantly, what a "rogue" is.
For the full version, you could always Wikipedia it, but in brief, Rogue is a PC dungeon crawler with ASCII graphics. The premise is pretty simple: go from the top floor of a dungeon, get an item, and then escape. The game features turn based combat and movement; for every action you take, all the enemies get a turn, similar to a game of chess. Each level of the dungeon is semi-randomly generated, and populated with a myriad of enemies, items, and interactable objects to make each delve unique. Being simple in the graphics department, Rogue could also go much deeper in item interaction than most games, as not having to animate things saves considerable time. Other things that make Rogue different from most games is that items do not come identified, and the user usually needs to figure out what they have via trial and error. This generally leads to some hilarious situations, like drinking a potion of fire when you badly needed healing instead.
Continue reading Much Ado about Roguelikes
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